Animating Other Property Changes
Chapter 11
308
Figure 11.38 You can use the Rotation Z hot text in the
Motion Editor to add a bit of spin to the tween target.
Animating Other Property
Changes
You can use the Motion Editor to add prop-
erty keyframes for all the properties that you
can animate with motion tweens.  e pro-
cess is similar to adding property keyframes
for Stage position.  e speci c settings and
graphs are di erent. In the following tasks,
youll create some basic property keyframes
to animate changes in size, rotation, and color.
To rotate the tween target:
1. Using the MovingStarMaster template
you created in the preceding task, open
a new document, select the tween span,
and access the Basic Motion section of
the Motion Editor.
If necessary, click the triangle to the left of
the category name to view its graphs.
2. Position the Motion Editor’s playhead in
frame 5.
3. Use the Rotation Z hot text to enter the
degree of rotation.
For this task, enter 90 degrees. Positive
values create clockwise rotation; negative
values, counterclockwise.
Flash adds a property keyframe to the
Rotation Z graph and updates the curve
(Figure 11.38).
Manipulating Tween Targets
to Add Property Keyframes
In Chapter 9, you placed symbol instances
in keyframes on either end of a keyframe
span to create a classic tween. You then
changed the properties of the symbols
by manipulating the symbol instances
directly—for example, using the free-
transform tool to change a symbol’s size.
You can also use those techniques in
motion tweening. Whenever you manip-
ulate a tween target on the Stage, Flash
translates your changes into property
keyframes. You saw Flash add position
keyframes to the Timeline when you
created the bouncing ball earlier in this
chapter.  e technique works for any
property that you can tween in a motion
tween. Flash creates property keyframes
in both the Timeline and the Motion
Editor in response to your changes to
the Tween target on the Stage. For exam-
ple, open a new document using the
BounceDownMaster template. Position
the playhead at frame 7. Using the free-
transform tool, change the size of the
tween target (MyBall). Flash adds a scale
keyframe to frame 5 in the Timeline and
adds a property keyframe to frame 7 of
the property curves for Scale X and/or
Scale Y in the Motion Editor.

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